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11-02-05 12:59 PM
Acmlm's Board - I2 Archive - - Posts by Jaspile
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Jaspile

Red Koopa
Level: 20

Posts: 101/133
EXP: 37467
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Since: 03-15-04
From: Paris, France

Since last post: 20 hours
Last activity: 11 hours
Posted on 05-27-05 09:15 PM, in NEW!!! RED MARIO BROS 3 Link
What can be the purpose of taking a 6 years old hack, changing few objects here and there and set all palettes to red tones ?
--

--

Levels are very similar too.
Now I'm just wondering if you really are that Luis who has made his smb3 hack in 1999... (but you seem to have (taken?) same name, e-mails, etc. so...)
Anyway, my advices are to avoid that sort of hack : maybe a one-level color scheme can be nice in a hack, but the whole hack in red...no, seriously...
Moreover, the little glitches such as the lines in the title screen sky or the waterfall can be very easily corrected with a tile editor and with the SMB3 TSA editor, so you should devote more time to your release, even if it's a demo (and especially if it has been made in less than a few hours...)
(or maybe these gfx were made on purpose, but then we don't have the same gfx likings...)
Jaspile

Red Koopa
Level: 20

Posts: 102/133
EXP: 37467
For next: 4972

Since: 03-15-04
From: Paris, France

Since last post: 20 hours
Last activity: 11 hours
Posted on 05-30-05 08:57 PM, in Super Mario Bros. 3: CHAOS CONTROL (Released!) Link
Well, I played nearly all the hack (I'm doing world8), and I must say these are the best levels I've ever seen in a smb3 hack, you're a very good level designer. (I really liked these levels where you have to find the red note block to finish it )
I think they will inspire me for the few last levels I have to do for my hack (the first playable version will be released within a few weeks/days maybe...)
Jaspile

Red Koopa
Level: 20

Posts: 103/133
EXP: 37467
For next: 4972

Since: 03-15-04
From: Paris, France

Since last post: 20 hours
Last activity: 11 hours
Posted on 06-13-05 10:17 PM, in ACMLM's board Kaillera Link
The most played games are from arcade systems, played mostly with Mame32k and Kawaks. These include principaly cps1, cps2 & neogeo arcade games ; to cite a few games : The King Of Fighters series, Capcom crossover games (Marvel vs Capcom, Marvel vs Streetfighter, etc.), Street Fighter Alpha series...
I play Street Fighter Alpha 3 sometimes...


(edited by Jaspile on 06-13-05 05:20 AM)
Jaspile

Red Koopa
Level: 20

Posts: 104/133
EXP: 37467
For next: 4972

Since: 03-15-04
From: Paris, France

Since last post: 20 hours
Last activity: 11 hours
Posted on 06-14-05 07:36 PM, in SMB3 FAQ/Running Q&A Topic Link
Here are some of my notes about RAM addresses, I think you already found most of them in your notes, but well...

$16 : affects the palette > 0:normal ; 1:grey (probably used for flash effects)
$1A : affects levels' palette when loading them only
$1D : if > 0, enter battle at any level

$F1 : setting this to 1 makes mario dead (but doesn't change music, and Mario just fall)

$3DE : seems to activate area changing in levels

$3F3 : mario's state on map screen

$545 : 00>normal ; 01+ : sliding (speed depends of value)

$555 : flashing mario (end of star)
$556 : frozen mario byte, he can't be hurted - 0:off , > 0: sets how much time mario is frozen
$559 : autowalking mario byte, like at ending levels - 0:off , 1:on
$55A : another autowalking byte, seems to be like at the anchor aways scene...
$55F : all sprites freezing byte - 0:off , 1:on
$563 : if 1, mario can't touch the ground
$564 : byte probably related to blocks...
$566 : set this byte to
1: invasion of red fishes,
2:now it's black fishes,
3;5;8: ?
4:flying beetles,
6:moving platforms from right
7:a chest appears!
9 and after: crash game (not sure for all values)
100:gives a strange hat to mario (sprite glitch)
$569 : another autowalking mario byte; but this one change speed according to value ; 0:off
$571 : byte related with changing/exit levels and areas...
$577 : kuribo's shoe

$58A :behind the background if !=0 ; affects Mario's sprite too

$598 :enable world8's part3 dark effect on map

$5F3 : 80+ : skips $71A animation routine (animated tiles)

$66F : Goal card current item

$729 : actions byte on map screen
40 : enters level
0D : same?
0E : grabbed by hand

$7CFB=flashing background/scenery timer (background or scenery, depends of the value)
Jaspile

Red Koopa
Level: 20

Posts: 105/133
EXP: 37467
For next: 4972

Since: 03-15-04
From: Paris, France

Since last post: 20 hours
Last activity: 11 hours
Posted on 06-15-05 05:02 PM, in SMB3 FAQ/Running Q&A Topic Link
You just need a little asm fix ; I'm too lazy to make an ips, so all you have to do is to go at address 0x17C3E in your favorite hex editor and overwrite what follows with :
F004E008D004A000103CE007D00EAC2607B97700C903D004A000F02AA
C9905CE9A051022C898E002D0092901ACBB07F002090229038D9905A88
A0A0A0D9905AABD01BC8D9A05B925BC8D190760
(oooh, that's a lot of bytes...)
It should end at 0x17C8A.
Hopefully there was a lot of unused space after that animation routine, so what I did is to move all the last part of the code to insert some new comparaison and branch instruction which will skip the animation routine if the game is at warp zone (just as it was done with world 5 where there are these clouds)
Jaspile

Red Koopa
Level: 20

Posts: 106/133
EXP: 37467
For next: 4972

Since: 03-15-04
From: Paris, France

Since last post: 20 hours
Last activity: 11 hours
Posted on 06-17-05 04:34 PM, in Oops! Link
May I request something ?
The ability to load any GFX page in the CHR-ROM, for both $719 & $71A registers so that it would be SO much easier for hacks which use asm to add world gfx-specific
(that would be nice for the levels too, hukka are you here? )
Thanks
Jaspile

Red Koopa
Level: 20

Posts: 107/133
EXP: 37467
For next: 4972

Since: 03-15-04
From: Paris, France

Since last post: 20 hours
Last activity: 11 hours
Posted on 06-17-05 07:09 PM, in Oops! Link
Well, sorry for haven't explaning that much, I've used them a lot in asm so it does make sense for me...
Actually they're the two RAM addresses that define the two part of the tiles (left) pattern table
(in map screens, $719 is the animated part & $71A the other ; 128 8x8 tiles each)

They're reffered in DahrkDaiz's notes as :
$719 = First 2K Bank of GFX (upper left of pattern table, $0000-$07FF)
$71A = Second 2K Bank of GFX (lower left of pattern table, $0800-$0FFF)
Jaspile

Red Koopa
Level: 20

Posts: 108/133
EXP: 37467
For next: 4972

Since: 03-15-04
From: Paris, France

Since last post: 20 hours
Last activity: 11 hours
Posted on 06-18-05 10:06 PM, in Oops! Link
Originally posted by hukka
Maybe I just didn't understand completely, but... you're talking about RAM addresses, what are the ROM locations for the data? I can't know the contents of the RAM without actually emulating the NES.

And beneficii, if/when you get anywhere with your editor, would you like to give me the sources and let me incorporate your stuff in SMB3WS? With proper credits, of course.


Actually it's not for directly edit some things in the ROM itself, but it's just a question of ease to be able to see different gfx page in the editor ; because I'm using added gfx space to make new world specific gfx.
For example, this is how my world8 map look in game and on editor :



It's just for visual ease, but it's really not a problem if it's not implemented
Jaspile

Red Koopa
Level: 20

Posts: 109/133
EXP: 37467
For next: 4972

Since: 03-15-04
From: Paris, France

Since last post: 20 hours
Last activity: 11 hours
Posted on 06-21-05 03:24 AM, in SMB 3 autoscrolling Link
- Remove the autoscrolling sprite
- Set the Action to "None" in the level's header (should be "Ship autoscrolling")
Jaspile

Red Koopa
Level: 20

Posts: 110/133
EXP: 37467
For next: 4972

Since: 03-15-04
From: Paris, France

Since last post: 20 hours
Last activity: 11 hours
Posted on 06-22-05 07:26 PM, in SMB3 music Link
So, I've been playing with SMB3 music format and I almost have understood it entirely ; now I have to write it in a comprehensible form and release it.
However I just thought "SMB2 might have the same format" ; and that was true, and now here's a patch to replace plain's music with smb2 overworld music : http://klikechange.free.fr/smb3/Super_Mario_Bros_3_(SMB2music).ips
However I may have overwritten other musics' data; so this is for experimental use only.
Jaspile

Red Koopa
Level: 20

Posts: 111/133
EXP: 37467
For next: 4972

Since: 03-15-04
From: Paris, France

Since last post: 20 hours
Last activity: 11 hours
Posted on 06-22-05 09:08 PM, in SMB3 music Link
Maybe they just stole DokiDoki Panic's music format ; I can also precise that the noise channel is separated in 2 sets of instruments in SMB3 (whereas there's only one in SMB2), so the song parts headers have one more byte - in spite of that, the formats seem to be the same.
I'll see in some other games if the format looks similar (it's very easy thanks to FCEUXD's code/data logger )

EDIT: tested it on three games :
SMB1 :
Similar but not exactly the same ; doesn't crash game anyway but sounds glitchy because of the different instruments probably

Zelda1 :
Similar but not exactly the same ; doesn't crash game anyway but sounds glitchy because of the different instruments probably
Song parts pointers work differently ( 8 bytes )

Zelda2 :
Looks similar (song parts, headers, tracks), but with different bytes 'coding' (can't even hear anything of the original song when inserted in smb3) ; doesn't crash game though


(edited by Jaspile on 06-22-05 12:52 PM)
Jaspile

Red Koopa
Level: 20

Posts: 112/133
EXP: 37467
For next: 4972

Since: 03-15-04
From: Paris, France

Since last post: 20 hours
Last activity: 11 hours
Posted on 06-30-05 08:01 AM, in Mario 64 - Amazing Stuff Link
Originally posted by Chickenlump
A value of 6B let me fight the Wooden Log of Doom boss!


And if you try another value, does it take another random object from the game ? (I can't try it myself, don't have the Mario64 rom nor any n64 emulator; I should download one soon though with all these advances made days after days...but I have to sleep just now )
Jaspile

Red Koopa
Level: 20

Posts: 113/133
EXP: 37467
For next: 4972

Since: 03-15-04
From: Paris, France

Since last post: 20 hours
Last activity: 11 hours
Posted on 07-09-05 04:55 PM, in General Project Screenshot Thread Link
Some things I've been working on in the last few months...
Zelda2 Palace remake:


World8 map:


Some snowy level:

World2 map:

Some cemetery level:



You can watch more screens here, everything might not be in the final version though (such as the lottery warp zone)




(edited by Jaspile on 07-09-05 07:56 AM)
Jaspile

Red Koopa
Level: 20

Posts: 114/133
EXP: 37467
For next: 4972

Since: 03-15-04
From: Paris, France

Since last post: 20 hours
Last activity: 11 hours
Posted on 07-10-05 02:24 AM, in General Project Screenshot Thread Link
hey, I did that too in my hack - that was one of my first big ASM hacks! A Stone Mario that lasts the time of a star, he can walk in water and in lava (I made a movie when I did it, watch it here)
I was quite proud of it at the time
Jaspile

Red Koopa
Level: 20

Posts: 115/133
EXP: 37467
For next: 4972

Since: 03-15-04
From: Paris, France

Since last post: 20 hours
Last activity: 11 hours
Posted on 07-12-05 08:29 AM, in Has anyone ever considered producing something capable of editing Metroid Prime 2 Link
Well, Nintendo likes to make use of its past games ; so guess what ? I found out that the dark & light worlds engine was taken from Zelda3; so, converting the SNES asm into NGC asm, we can surely copy the magic mirror routine to add an item in MP2 to change between both worlds anytime anywhere (actually I don't know if that is already possible in the game, I haven't finished it yet)
That's a nice step in hacking that game, isn't it?
Jaspile

Red Koopa
Level: 20

Posts: 116/133
EXP: 37467
For next: 4972

Since: 03-15-04
From: Paris, France

Since last post: 20 hours
Last activity: 11 hours
Posted on 09-19-05 10:50 PM, in General Project Screenshot Thread Link
Here's a shot of a custom tree for Zelda 3, just wanted to know what you think about it...

Jaspile

Red Koopa
Level: 20

Posts: 117/133
EXP: 37467
For next: 4972

Since: 03-15-04
From: Paris, France

Since last post: 20 hours
Last activity: 11 hours
Posted on 09-20-05 01:33 AM, in General Project Screenshot Thread Link
Originally posted by SoNotNormal
That looks great! I love the effect the leaves make on it. Have you made any more custom graphics?


Not yet, I just started altering little things in Zelda3 and I'm searching for new themed gfx to add (such as SePH's beach or volcano he had shown a few time ago...)
If you have any ideas, please share them
Jaspile

Red Koopa
Level: 20

Posts: 118/133
EXP: 37467
For next: 4972

Since: 03-15-04
From: Paris, France

Since last post: 20 hours
Last activity: 11 hours
Posted on 09-20-05 11:05 PM, in General Project Screenshot Thread Link
Yeah that beach really looks awesome...
I might work on these tree again, that's true that the perspective doesn't fit with the game's perspective (though Z3 has some kind of unrealistic perspective...)
I'm also working on adding a layer to the desert area :
Jaspile

Red Koopa
Level: 20

Posts: 119/133
EXP: 37467
For next: 4972

Since: 03-15-04
From: Paris, France

Since last post: 20 hours
Last activity: 11 hours
Posted on 09-21-05 04:37 PM, in Hyrule Magic still continueing on? Link
I assume these utilities aren't public yet, as I can't see them on Math's site, but maybe they are?
I would be very interested in adding gfx banks for overworld (might be done since there's quite some GFX sets that are mirrors of others...); I'll try to figure out how for now.
However I just found your Variable Listings doc, which will be very useful (I also just found they already were in SePH's HM perfect guide )
Jaspile

Red Koopa
Level: 20

Posts: 120/133
EXP: 37467
For next: 4972

Since: 03-15-04
From: Paris, France

Since last post: 20 hours
Last activity: 11 hours
Posted on 09-21-05 04:45 PM, in General Project Screenshot Thread Link
Originally posted by SePH
@jaspile: that layer idea can easily be done in any area by editing the tilesets to have the layer tiles in them. did you made them work without editing the tilesets?


No, I just edited some tiles of the desert set. However we might manage to pick these tiles from a separate gfx bank so that the layers could be used anywhere in the game (i.e. maybe by using that blank space we can see between the backdrops and the sprites in HM)
I'll try to search about doing this, but I'm note very skilled in snes hacking...
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Acmlm's Board - I2 Archive - - Posts by Jaspile


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